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This version of Secret Hunter is a theme deck
which became viable due to Cloaked Huntress, which was released in the
One Night in Karazhan Adventure. The deck uses the synergy between
Secretkeeper, Cloaked Huntress, and the numerous secrets in the deck to
get some very aggressive starts. These strong starts are often impossible for
the opponent to recover from, and the deck transitions into Savannah Highmane
for some late game punch.

2. Mana Curve

0

7

9

9

1

1

2

1

3. Aim of the Deck

This version of Secret Hunter contains
the usual explosive start, but also a mid-game package with double Savannah Highmane.
It aims to win by not only overpowering the opponent early, but also by maintaining
pressure later into the game.

4. Mulligan

This deck thrives on the early game, and so it has to Mulligan aggressively
for things to do at the start of the game. Secretkeeper is very
important in the opening hand, as is Cloaked Huntress. For that reason,
these will always be kept. Alleycat is also a good keep, especially
alongside Scavenging Hyena. If you do not have either of the Secret
synergy cards, you will usually not keep a Secret in your opening hand unless
it fits your opponent. If you are playing against a Silence Priest, then you
might choose to keep Freezing Trap. Likewise if you are playing against
a deck with powerful turn three drops, you might keep Snipe. Of course,
if you have either the Huntress, or Secretkeeper, then you will keep almost any
Secret as an activator.

4.1. Early Game

If you have managed to get a good opening curve, the early-game is
relatively easy to play. Dropping a Secretkeeper on Turn 1, and then
playing The Coin, Cloaked Huntress, and a Secret on Turn 2 is the
absolute ideal scenario. Of course, this is often not the draw you will be
faced with, and the key to this deck is learning how to improvise. One common
mistake is to play a Secret on Turn 2 because you have nothing else to do. If
the Secret is going to impact the game favourably, then this can be correct,
but you should bear in mind that this Secret might be free to cast later, or
buff a Secretkeeper. As the deck has limited damage after a bad start, it is
not wasteful to simply use your Hero Power in this situations and hopefully
play something on Turn 3.

In the games where you get the good starts, then protecting your board
becomes a priority. Eaglehorn Bow should be used to keep your minions
alive, although there are often tough decisions to be made with the Bow, which
are discussed later in this guide. Remember that your Secretkeeper can
become very large if protected, even if it does not look particularly
threatening at the start of the game.

Remember that the Huntress makes your Secrets cost 0 at any point that it is
in play, not just the turn that it was played. This means that if you feel it
will survive until the next turn, you do not have to play all of your Secrets
immediately. Most of the time you will want to play the Secrets for 0 Mana, as
that is a very efficient play, but to get the most out of this deck, you will
look for situations where you can save the Secret for later. A well timed
Snipe or Freezing Trap can often change the course of a
game.

4.2. Mid Game

The mid-game is all about protecting your board, up until the point where
you begin to lose control. When you have identified that it will cost you more
damage to protect your board than you will gain from protecting it, then it is
time to maximize the amount of damage you are sending to your opponent's face.
Your Hero Power is an important part of this, so if you are running out of
resources, you will often deliver the most damage by trying to use your
Hero Power every turn, at the cost of developing a minion that might not
survive anyway. The exception to this is often Turn 6. It is rarely correct to
Hero Power on Turn 6 instead of playing Savannah Highmane. If you
strongly believe your opponent might have Sap, Hex, or
Polymorph, then it could be correct to wait, but if your read is not
exceptional, it will usually be correct to play the card anyway.

5. Single Card Strategies

5.1. Eaglehorn Bow

Since you play so many Secrets in this deck, Eaglehorn Bow is one of
the most powerful cards available to you. It is important, however, to use the
card effectively in order to make the most out of it. You should try and
refrain from equipping the Bow and attacking your opponent with it directly,
unless it is setting up lethal. The reason for this is that if you attack
immediately, then on the next turn your opponent might play a minion that you
want to trade into with the Bow. However, you would rather not attack with your
final Bow charge, as getting additional charges from Secrets is so
important.

5.2. Freezing Trap

Freezing Trap has two primary uses. It is good at keeping you ahead
when you get a fast start, and it is good at removing a key opposing minion
from the game. Given that most cards come down on curve, if you can send a card
back to your opponent's hand and have it cost two more Mana, it often does not
get played again for the entire game. You will often be looking to try to set
up situations where important opposing minions get caught by the trap. It is
also worth noting that your opponent does not know which Secret you have
played. Sometimes if they only have one important minion on the board, playing
any Secret at all is enough to prevent them from attacking with that
minion.

5.3. Scavenging Hyena

The Scavenging Hyena works well with the tokens in the deck. You will
usually look to play it on the turn where you intend to trade tokens in, the
main sources for these are Alleycat, Snake Trap, and
Unleash the Hounds. Even though it is a 2 Mana card, you will not be
looking to keep this in your opening mulligan, unless you have Alleycat as
well, as a 2/2 for 2 Mana is not a good play on curve.

5.4. Secretkeeper

If Secretkeeper will get killed when you play it onto the board,
then you should strongly consider holding it back until you can play it with a
Secret to buff and protect it on the same turn. Although the deck is
aggressive, you are still able to be patient to get some extra value from time
to time.

5.5. Tol'vir Warden

Tol'vir Warden is included as Turn 5 is often an awkward turn. If you
play Tol'vir Warden on Turn 5, you will often be able to not only remove the
remaining 1-drops from your deck and make your future draws better, but you
will also often still be able to get some value from any Secretkeepers
that it fetched on Turn 6.

5.6. Tracking

Tracking is in this deck as a utility card. There are several cards
in the deck which are only wanted in specific situations.
Call of the Wild, Tol'vir Warden, Hungry Crab, and several of
the Secrets. Try to wait to use Tracking until you have as much information as
possible about which card you are looking for.

6. Variations

The deck is presented as a shell to have a chance against a varied metagame.
You should not hesitate to play a different Secret package if it suits your own
experiences better.

Scavenging Hyena can be replaced by Crackling Razormaw if you
are finding that you require a 3/2 on the board on Turn 2. It is a close call
between the two cards, and you can also switch this if your own personal
preference dictates.

7. About the Author

L0rinda has extensive
experience with Hearthstone. After starting out with Arena and becoming one
of the most prominent streamers in that format, he moved over to
Constructed and now primarily spends his time as a caster for Blizzard,
Starladder, and Dreamhack.

8. ChangeLog

+ show all entries- show only 10 entries

08 Aug. 2017: Deck Guide updated for new Icy Veins layout.

13 May 2017: A Theme deck based around Hunter secrets. This deck is capable of explosive starts and is good against Cavern Rogue.